Abstract

This paper investigates the effects of interaction level, framerate, field of view, 3D content feedback and previous experience on subjective User eXperience (i.e., presence, engagement, immersion, flow, emotion, skill, experience consequence, judgement, technology adoption) and objective usability in immersive virtual environment. Data were collected from a series of five sub- experiments (i.e., one for each influential factor) that involved a total of 152 individuals. The participants were asked to use the "Think and Shoot" immersive virtual environment and to complete a User eXperience questionnaire. Their subjective perceptions and objective measures were collected and analyzed. The results revealed that interactivity level and previous experience had an effect on subjective User eXperience and on objective usability. Framerate and field of view had an effect on objective usability. Finally, 3D content feedback had no significant influence on User eXperience. From these findings, key points for User eXperience practitioners are proposed.

Highlights

  • User eXperience (UX) research in VR tries to understand how human experience the interaction within a Virtual Environment (VE)

  • They added that a high degree of enjoyment in a VE is significantly associated with a visual scene with very low motion frequency, with an active mode of interaction and with visual interventions feedback to predict upcoming motion

  • The authors found that a visual scene with small field-of-view (e.g., 60°), with very low motion frequency, with an active mode of interaction and with visual interventions feedback to predict upcoming motion alleviate experience consequence such as simulator sickness induced in a VE

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Summary

Introduction

User eXperience (UX) research in VR tries to understand how human experience the interaction within a Virtual Environment (VE). The model for VE from Lin & Parker (2007) focuses on influential factors specific to the system properties This model introduces field-of-view, motion frequency, level of interactivity, visual interventions feedback as factors leading to an optimal UX (defined by a higher presence, a higher enjoyment and a lower simulator sickness). The authors revealed that a high level of presence in a VE, is significantly associated with a visual scene with large field-of-view (e.g., 180°), with very low motion frequency (0.03 Hz) and with an active mode of interaction. The authors found that a visual scene with small field-of-view (e.g., 60°), with very low motion frequency, with an active mode of interaction and with visual interventions feedback to predict upcoming motion alleviate experience consequence (i.e., after effects) such as simulator sickness induced in a VE. The authors seem to point out the difficult challenge of providing at the same time a higher presence (i.e., with large field-of-view) and low cybersickness (i.e., with small field-of-view) in the VE

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